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Author Topic: Blind Jump: Space Themed Adventure Game with Roguelike Elements  (Read 29241 times)

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Evan Bowman

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #15 on: March 16, 2016, 07:36:31 pm »
I know it's not that different what others have already said, but, I absolutely love how the game looks.

That smooth-pixelated look is just awesome.

Thanks, I've been putting a lot of time into the visuals so I'm glad people appreciate them!

HD screenshot:
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MrMuffins

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #16 on: March 17, 2016, 05:54:40 am »
That is absolutely beautiful viewing it fullscreen.

Evan Bowman

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #17 on: March 17, 2016, 05:20:10 pm »
That is absolutely beautiful viewing it fullscreen.

Thanks, that's the idea! My code adapts the window size to screen's aspect ratio and runs fullscreen, so it should look something like that on all displays.

First boss concept:

bitano

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #18 on: March 17, 2016, 05:57:38 pm »
Altho the games are entirely different, everytime i see your game it makes me think of Another World.

Aaah the good ol' days. That too was an awesome game!

Anyways - Good vibes!

Evan Bowman

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #19 on: March 17, 2016, 07:01:15 pm »
Altho the games are entirely different, everytime i see your game it makes me think of Another World.

Aaah the good ol' days. That too was an awesome game!

Anyways - Good vibes!

Thanks! Never played Another World, it came out before I was born, but I've heard of it and it looks cool!

Some old concept art (I may not end up doing cutscenes, but if I get to it they'll look something like this, but with light and shadows. I really like the cutscenes from Transistor, so I'm interested in doing something sort of like that):
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Evan Bowman

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #20 on: March 18, 2016, 06:34:58 pm »
Dodge mechanics:


bitano

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #21 on: March 18, 2016, 07:29:32 pm »
SOooo....When can we alpha test it? :D

Evan Bowman

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #22 on: March 21, 2016, 05:40:38 am »
SOooo....When can we alpha test it? :D

I feel like it's too far from finished right now for a real release, I do have a good deal of the base code written but I feel like there's still so much more to be added in terms of enemies, items, tilesets, etc. (and the last thing I want to do is rush).

I've been making some good progress though, it's definitely getting closer to playable!

AFS

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #23 on: March 21, 2016, 11:44:15 pm »
That last gif is fantastic, I love the art style.

(That beam attack looks ridicuously difficult to dodge, though)

Hapax

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #24 on: March 21, 2016, 11:52:58 pm »
Is the "indexed/limited palette" look a part of the overall style or is it just due to it being a GIF?
Selba Ward -SFML drawables
Cheese Map -Drawable Layered Tile Map
Kairos -Timing Library
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Evan Bowman

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #25 on: March 22, 2016, 03:23:42 am »
That last gif is fantastic, I love the art style.

(That beam attack looks ridicuously difficult to dodge, though)

Yeah I've been playing it as I've been making it so it's probably way too hard (although the difficulty is partly intentional). I'm planning on adding some UI elements to let the player know when it's time to dodge. Thanks for the comment!

Is the "indexed/limited palette" look a part of the overall style or is it just due to it being a GIF?

Part of it being a gif. As I understand it the gif format stores pixel color values as 8 bit (single byte) integers, and allows a max of 256 colors per frame (I would have thought it would be 512 (8^3), maybe this has something to do with the alpha channel). In order to store more colors it is possible to partition the images into blocks and have each block's colors correspond to local reference values, but the recording tool I had handy doesn't support this. Time to find a better one I guess!
« Last Edit: March 22, 2016, 03:26:16 am by Evan Bowman »

Hapax

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #26 on: March 22, 2016, 07:58:02 pm »
Part of it being a gif.
Kind of a shame. It kind of suits the style ;)
Selba Ward -SFML drawables
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bitano

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #27 on: March 22, 2016, 08:22:42 pm »
Kind of a shame. It kind of suits the style ;)

This could easily be solved with: VIDEO Settings -> Hapax mode :D

Evan Bowman

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #28 on: March 23, 2016, 04:12:09 pm »
Kind of a shame. It kind of suits the style ;)

This could easily be solved with: VIDEO Settings -> Hapax mode :D

Yeah the look I'm going for is something smoother, but I guess I won't be able to stop people from messing with their computer's display settings  :)

To be honest, I'm not trying to recreate the look of older games, the only reason everything's pixelated is that I'm studying engineering and I don't have any experience with more complex art tools like photoshop (I've been drawing everything with a paint tool called PikoPixel).

Mörkö

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Re: Blind Jump: Space Themed Adventure Game with Roguelike Elements
« Reply #29 on: March 23, 2016, 04:43:27 pm »
The art style is just perfect, love the palette.

The only thing that doesn't make sense to me is that the player can only shoot in cardinal directions, especially since enemies seem to have full 360 degree freedom. I think it would be more fun if you aimed with the mouse and could shoot in all directions, eg Hotline Miami mechanics.